SUB_STATE_FLAMECIRCLE_0 <- 0 SUB_STATE_FLAMECIRCLE_1 <- 1 SUB_STATE_FLAMECIRCLE_2 <- 2 SUB_STATE_FLAMECIRCLE_3 <- 3 SUB_STATE_FLAMECIRCLE_4 <- 4 SUB_STATE_FLAMECIRCLE_CASTING <- 5 SKL_LV_FRAMECIRCLE_0 <- 0 // 0. ?瞪热 SKL_LV_FRAMECIRCLE_1 <- 1 // 1. ?瞪楼紫 寡徽 (100%~) SKL_LV_FRAMECIRCLE_2 <- 2 // 2. ?瞪 奢问溘(%) SKL_LV_FRAMECIRCLE_3 <- 3 // 3. ?栖卫 奢问溘(%) function checkExecutableSkill_FlameCircle(obj) { if(!obj) return false; local b_useskill = obj.sq_IsUseSkill(SKILL_FLAMECIRCLE); if(b_useskill) { obj.sq_IntVectClear(); obj.sq_IntVectPush(SUB_STATE_FLAMECIRCLE_CASTING); // substate撮? obj.sq_AddSetStatePacket(STATE_FLAMECIRCLE, STATE_PRIORITY_IGNORE_FORCE, true); return true; } return false; } function checkCommandEnable_FlameCircle(obj) { if(!obj) return false; local state = obj.sq_GetState(); if(state == STATE_ATTACK) { // 念瘫潍缣怃朝 ?姜蝶鉴虏 警蜗桧 陛栋?栖棻. 蒙机濠:姜霞热 [2012.04.20] return obj.sq_IsCommandEnable(SKILL_FLAMECIRCLE); // 念瘫潍缣怃朝 ?姜蝶鉴虏 警蜗桧 陛栋?栖棻. 蒙机濠:姜霞热 [2012.04.20] obj.sq_IsCommandEnable(SKILL_FLAMECIRCLE); } return true; } function onSetState_FlameCircle(obj, state, datas, isResetTimer) { if(!obj) return; local substate = obj.sq_GetVectorData(datas, 0); obj.setSkillSubState(substate); obj.sq_StopMove(); local posX = obj.getXPos(); local posY = obj.getYPos(); local posZ = obj.getZPos(); obj.getVar().clear_vector(); obj.getVar().push_vector(0); obj.getVar().push_vector(0); obj.getVar("expflag").clear_vector(); obj.getVar("expflag").push_vector(0); if(substate == SUB_STATE_FLAMECIRCLE_CASTING) { obj.sq_SetCurrentAnimation(CUSTOM_ANI_FLAMECIRCLE_CASTING); // 议蝶? 楼紫蒂 评塭陛紫烟 扑姜 // 议蝶? 楼紫陛 渗唳肾贼, 缣栖诡桧暮 楼紫紫 渗唳 腌栖棻. // 议蝶? 啪桧虽紫 ?卫蒂 ?鄹栖棻. //local skillLevel = sq_GetSkillLevel(obj, SKILL_FLAMECIRCLE); //local castTime = sq_GetCastTime(obj, SKILL_FLAMECIRCLE, skillLevel); //local animation = sq_GetCurrentAnimation(obj); //local startTime = sq_GetFrameStartTime(animation, 16); //local speedRate = startTime.tofloat() / castTime.tofloat(); //obj.sq_SetStaticSpeedInfo(SPEED_TYPE_CAST_SPEED, SPEED_TYPE_CAST_SPEED, // SPEED_VALUE_DEFAULT, SPEED_VALUE_DEFAULT, speedRate, speedRate); // //sq_StartDrawCastGauge(obj, startTime, true); addElementalChain_ATMage(obj, ENUM_ELEMENT_FIRE); } else if(substate == SUB_STATE_FLAMECIRCLE_0) { obj.sq_SetCurrentAnimation(CUSTOM_ANI_FLAMECIRCLE1); local pAni = obj.sq_GetCurrentAni(); } else if(substate == SUB_STATE_FLAMECIRCLE_1) { obj.sq_SetCurrentAnimation(CUSTOM_ANI_FLAMECIRCLE2); local pAni = obj.sq_GetCurrentAni(); //pAni.setSpeedRate(100.0); } else if(substate == SUB_STATE_FLAMECIRCLE_2) { obj.sq_PlaySound("MW_FLAMECILCLE"); obj.sq_SetCurrentAnimation(CUSTOM_ANI_FLAMECIRCLE3); obj.sq_SetCurrentAttackInfo(CUSTOM_ATTACK_INFO_FLAMECIRCLE); local pAttack = sq_GetCurrentAttackInfo(obj); // 跷陛 觼煎栖赝 蒙机 local currentAni = sq_GetCurrentAnimation(obj); local exp100Rate = obj.sq_GetIntData(SKILL_FLAMECIRCLE, 1); // 1. 葆虽虞 ?嫦 等嘐虽 寡徽 (100%~) local expRate = exp100Rate.tofloat() / 100.0; print( " expRate:" + expRate); sq_SetAttackBoundingBoxSizeRate(currentAni, expRate, expRate, expRate); obj.getVar("expflag").set_vector(0, 1); /////////////////////////// //SKL_LV_FRAMECIRCLE_3 <- 3 // 3. ?栖卫 奢问溘(%) local firstAttackRate = obj.sq_GetBonusRateWithPassive(SKILL_FLAMECIRCLE, STATE_FLAMECIRCLE, SKL_LV_FRAMECIRCLE_3, 1.0); //3. ?栖卫 奢问溘(%) sq_SetCurrentAttackBonusRate(pAttack, firstAttackRate); obj.sq_SetShake(obj,2,300); //sq_SetCurrentAttackBonusRate(pAttack, attack_rate); } else if(substate == SUB_STATE_FLAMECIRCLE_3) { // SUB_STATE_FLAMECIRCLE_3 怃粽蝶才桧? 蒙机 } else if(substate == SUB_STATE_FLAMECIRCLE_4) { // SUB_STATE_FLAMECIRCLE_4 怃粽蝶才桧? 蒙机 } //obj.sq_SetStaticSpeedInfo(SPEED_TYPE_CAST_SPEED, SPEED_TYPE_CAST_SPEED, // SPEED_VALUE_DEFAULT, SPEED_VALUE_DEFAULT, 1.0, 1.0); } function prepareDraw_FlameCircle(obj) { if(!obj) return; local substate = obj.getSkillSubState(); if(substate == SUB_STATE_FLAMECIRCLE_0) { // SUB_STATE_FLAMECIRCLE_0 怃粽蝶才桧? 蒙机 } else if(substate == SUB_STATE_FLAMECIRCLE_1) { // SUB_STATE_FLAMECIRCLE_1 怃粽蝶才桧? 蒙机 } else if(substate == SUB_STATE_FLAMECIRCLE_2) { // SUB_STATE_FLAMECIRCLE_2 怃粽蝶才桧? 蒙机 } else if(substate == SUB_STATE_FLAMECIRCLE_3) { // SUB_STATE_FLAMECIRCLE_3 怃粽蝶才桧? 蒙机 } else if(substate == SUB_STATE_FLAMECIRCLE_4) { // SUB_STATE_FLAMECIRCLE_4 怃粽蝶才桧? 蒙机 } } function onProc_FlameCircle(obj) { if(!obj) return; local substate = obj.getSkillSubState(); local pAni = obj.sq_GetCurrentAni(); local frmIndex = obj.sq_GetCurrentFrameIndex(pAni); local currentT = sq_GetCurrentTime(pAni); if(substate == SUB_STATE_FLAMECIRCLE_0) { if(frmIndex >= 2) { if(!obj.getVar().get_vector(0)) { if(obj.isMyControlObject()) { local distanceL = 0; local h = 0; //SKL_LV_FRAMECIRCLE_0 <- 0 // 0. ?瞪热 //SKL_LV_FRAMECIRCLE_1 <- 1 // 1. ?瞪楼紫 寡徽 (100%~) //SKL_LV_FRAMECIRCLE_2 <- 2 // 2. ?瞪 奢问溘(%) //SKL_LV_FRAMECIRCLE_3 <- 3 // 3. ?栖卫 奢问溘(%) local skill_level = obj.sq_GetSkillLevel(SKILL_FLAMECIRCLE); local spin_num = obj.sq_GetLevelData(SKILL_FLAMECIRCLE, SKL_LV_FRAMECIRCLE_0, skill_level); // 0.葭觼 譆渠 偎热 local speed_rate = obj.sq_GetLevelData(SKILL_FLAMECIRCLE, SKL_LV_FRAMECIRCLE_1, skill_level); // 1.虽楼卫除 local firstAttackRate = obj.sq_GetBonusRateWithPassive(SKILL_FLAMECIRCLE, STATE_FLAMECIRCLE, SKL_LV_FRAMECIRCLE_2, 1.0); //2.奢问溘(%) local spin_radius = obj.sq_GetIntData(SKILL_FLAMECIRCLE, 0); // ?瞪奁唳 (100%~) local spin_r = spin_radius.tofloat() / 100.0; sq_BinaryStartWrite(); sq_BinaryWriteWord(spin_num); // 蝶? 偎热 sq_BinaryWriteFloat(spin_r); // 蝶? 奁唳 sq_BinaryWriteFloat(speed_rate.tofloat()); // 楼紫 sq_BinaryWriteDword(firstAttackRate); // ?瞪 奢问溘(%) obj.sq_SendCreatePassiveObjectPacket(24244, 0, distanceL, 1, h); } obj.getVar().set_vector(0, 1); } } if(frmIndex >= 3) { if(obj.getVar().get_vector(0) == 1) { local flame_passive_obj = obj.sq_GetPassiveObject(24244); // 顶陛 当撩? ?溯歜怃赝 local next_state = false; if(!flame_passive_obj) { next_state = true; } else { if(flame_passive_obj.sq_var.get_vector(3) == 1) { next_state = true; } } if(next_state) { // 桧啪 桡戏贼 if(obj.isMyControlObject()) { obj.sq_IntVectClear(); obj.sq_IntVectPush(SUB_STATE_FLAMECIRCLE_1); obj.sq_AddSetStatePacket(STATE_FLAMECIRCLE, STATE_PRIORITY_USER, true); } } } } } else if(substate == SUB_STATE_FLAMECIRCLE_1) { } else if(substate == SUB_STATE_FLAMECIRCLE_2) { if(frmIndex >= 1) { if(!obj.getVar().get_vector(0)) { local appendage = CNSquirrelAppendage.sq_AppendAppendage(obj, obj, SKILL_FLAMECIRCLE, true, "Appendage/Character/ap_atmage_effect.nut", true); obj.getVar().set_vector(0, 1); } } } else if(substate == SUB_STATE_FLAMECIRCLE_3) { // SUB_STATE_FLAMECIRCLE_3 怃粽蝶才桧? 蒙机 } else if(substate == SUB_STATE_FLAMECIRCLE_4) { // SUB_STATE_FLAMECIRCLE_4 怃粽蝶才桧? 蒙机 } } function onProcCon_FlameCircle(obj) { if(!obj) return; local substate = obj.getSkillSubState(); if(substate == SUB_STATE_FLAMECIRCLE_0) { // SUB_STATE_FLAMECIRCLE_0 怃粽蝶才桧? 蒙机 } else if(substate == SUB_STATE_FLAMECIRCLE_1) { // SUB_STATE_FLAMECIRCLE_1 怃粽蝶才桧? 蒙机 } else if(substate == SUB_STATE_FLAMECIRCLE_2) { // SUB_STATE_FLAMECIRCLE_2 怃粽蝶才桧? 蒙机 } else if(substate == SUB_STATE_FLAMECIRCLE_3) { // SUB_STATE_FLAMECIRCLE_3 怃粽蝶才桧? 蒙机 } else if(substate == SUB_STATE_FLAMECIRCLE_4) { // SUB_STATE_FLAMECIRCLE_4 怃粽蝶才桧? 蒙机 } } function onEndCurrentAni_FlameCircle(obj) { if(!obj) return; local substate = obj.getSkillSubState(); print( " substate:" + substate); if(substate == SUB_STATE_FLAMECIRCLE_CASTING) { if(obj.isMyControlObject()) { obj.sq_IntVectClear(); obj.sq_IntVectPush(SUB_STATE_FLAMECIRCLE_0); obj.sq_AddSetStatePacket(STATE_FLAMECIRCLE, STATE_PRIORITY_USER, true); } } else if(substate == SUB_STATE_FLAMECIRCLE_0) { } else if(substate == SUB_STATE_FLAMECIRCLE_1) { if(obj.isMyControlObject()) { obj.sq_IntVectClear(); obj.sq_IntVectPush(SUB_STATE_FLAMECIRCLE_2); obj.sq_AddSetStatePacket(STATE_FLAMECIRCLE, STATE_PRIORITY_USER, true); } } else if(substate == SUB_STATE_FLAMECIRCLE_2) { if(obj.isMyControlObject()) { obj.sq_AddSetStatePacket(STATE_STAND, STATE_PRIORITY_USER, false); } } else if(substate == SUB_STATE_FLAMECIRCLE_3) { // SUB_STATE_FLAMECIRCLE_3 怃粽蝶才桧? 蒙机 } else if(substate == SUB_STATE_FLAMECIRCLE_4) { // SUB_STATE_FLAMECIRCLE_4 怃粽蝶才桧? 蒙机 } } function onKeyFrameFlag_FlameCircle(obj, flagIndex) { if(!obj) return false; local substate = obj.getSkillSubState(); if(substate == SUB_STATE_FLAMECIRCLE_0) { // SUB_STATE_FLAMECIRCLE_0 怃粽蝶才桧? 蒙机 } else if(substate == SUB_STATE_FLAMECIRCLE_1) { // SUB_STATE_FLAMECIRCLE_1 怃粽蝶才桧? 蒙机 } else if(substate == SUB_STATE_FLAMECIRCLE_2) { // SUB_STATE_FLAMECIRCLE_2 怃粽蝶才桧? 蒙机 } else if(substate == SUB_STATE_FLAMECIRCLE_3) { // SUB_STATE_FLAMECIRCLE_3 怃粽蝶才桧? 蒙机 } else if(substate == SUB_STATE_FLAMECIRCLE_4) { // SUB_STATE_FLAMECIRCLE_4 怃粽蝶才桧? 蒙机 } return false; } function onEndState_FlameCircle(obj, new_state) { if(!obj) return; local substate = obj.getSkillSubState(); // 觼煎栖赝 跷陛 蒙机 // 横鸥梦蝶 寡徽击 锰鼻鹧煎 给溥捡?栖棻. if(obj.getVar("expflag").get_vector(0)) { local ani = sq_GetCustomAni(obj, CUSTOM_ANI_FLAMECIRCLE3); if(ani) { local currentAni = sq_GetCurrentAnimation(obj); local exp100Rate = obj.sq_GetIntData(SKILL_FLAMECIRCLE, 1); // 1. 葆虽虞 ?嫦 等嘐虽 寡徽 (100%~) local expOldRate = 100.0 / exp100Rate.tofloat(); sq_SetAttackBoundingBoxSizeRate(currentAni, expOldRate, expOldRate, expOldRate); } } /////////////////////////// if(substate == SUB_STATE_FLAMECIRCLE_0) { // SUB_STATE_FLAMECIRCLE_0 怃粽蝶才桧? 蒙机 } else if(substate == SUB_STATE_FLAMECIRCLE_1) { // SUB_STATE_FLAMECIRCLE_1 怃粽蝶才桧? 蒙机 } else if(substate == SUB_STATE_FLAMECIRCLE_2) { } else if(substate == SUB_STATE_FLAMECIRCLE_3) { // SUB_STATE_FLAMECIRCLE_3 怃粽蝶才桧? 蒙机 } else if(substate == SUB_STATE_FLAMECIRCLE_4) { // SUB_STATE_FLAMECIRCLE_4 怃粽蝶才桧? 蒙机 } // 蝶才桧? 谦猿 ?擎 镞模 肾历棻贼 议蝶? 啪桧虽 桡据 //sq_EndDrawCastGauge(obj); } function onAfterSetState_FlameCircle(obj, state, datas, isResetTimer) { if(!obj) return; local substate = obj.getSkillSubState(); if(substate == SUB_STATE_FLAMECIRCLE_0) { // SUB_STATE_FLAMECIRCLE_0 怃粽蝶才桧? 蒙机 } else if(substate == SUB_STATE_FLAMECIRCLE_1) { // SUB_STATE_FLAMECIRCLE_1 怃粽蝶才桧? 蒙机 } else if(substate == SUB_STATE_FLAMECIRCLE_2) { // SUB_STATE_FLAMECIRCLE_2 怃粽蝶才桧? 蒙机 } else if(substate == SUB_STATE_FLAMECIRCLE_3) { // SUB_STATE_FLAMECIRCLE_3 怃粽蝶才桧? 蒙机 } else if(substate == SUB_STATE_FLAMECIRCLE_4) { // SUB_STATE_FLAMECIRCLE_4 怃粽蝶才桧? 蒙机 } } function onAttack_FlameCircle(obj, damager, boundingBox, isStuck) { if(!obj) return; local substate = obj.getSkillSubState(); if(substate == SUB_STATE_FLAMECIRCLE_2) { // SUB_STATE_FLAMECIRCLE_2 怃粽蝶才桧? 蒙机 sq_AddHitObject(obj, damager); } }